[Particle Effects] HellHeavenFX Ogre Plugin

A place to show off your latest screenshots and for people to comment on them. Only start a new thread here if you have some nice images to show off!
User avatar
HHVFx
Gnoblar
Posts: 22
Joined: Mon Oct 17, 2011 1:29 pm
x 20

[Particle Effects] HellHeavenFX Ogre Plugin

Post by HHVFx »

------------------------------------------------------------------------------------------------------------------------------------------------------------------------

UPDATE - 2013-09-11

HellHeaven has been renamed to Popcorn.

Latest SDK can be downloaded from here:
PKFxSDK_Ogre_1-9-0

contains versions for Ogre 1.7.4, 1.8.0, 1.8.1, 1.9.0

Dont forget to check our editor to create your own effects ! PopcornFX-Editor

If you have any problem (we hope not) / questions about the SDK, dont be shy :)

------------------------------------------------------------------------------------------------------------------------------------------------------------------------


Hello,

We're a studio creating a middleware solution for realtime particle effects, named HellHeavenFX.
it runs on PC, XBOX360 and PS3.
The middleware has been used in the game "The Cursed crusade" ( http://www.thecursedcrusade.com, Fighting Trailer ).

This is our current integration in the Ogre engine:

Image

Image

Image

Image

The bright HUD is only because we are using gamma correction for our textures ;)

An effect created with the editor:

Image

Image


The plugin's API is free for commercial and personal use for the Ogre community.

The editor can be freely downloaded from our website: http://www.hhvfx.com
You can also check-out editor tutorials and in-depth details about the runtime in the hellheaven vfx wiki:
http://www.hhvfx.com/wiki
http://www.hhvfx.com/wiki/index.php/Particle_tutorials
video tutorials:
http://www.youtube.com/playlist?list=PL ... ature=plcp

Thanks for reading, and feel free to post feedback or ask any questions :)
Last edited by HHVFx on Wed Sep 11, 2013 1:09 pm, edited 9 times in total.
User avatar
Mind Calamity
Ogre Magi
Posts: 1255
Joined: Sat Dec 25, 2010 2:55 pm
Location: Macedonia
x 81

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Mind Calamity »

Absolutely amazing! I have literally no words to describe just how amazing this is! Really great job, and that game looks stunning as well. I'm really glad you chose to expand your supported platforms by adding OGRE3D to your repertoire, I think this will become one of the most used plugins by the community, especially since you decided to release a version that's free for personal use.

I'm curious though, does personal use mean only one programmer is allowed to use the API, and are we allowed to publish games using your plugin with the said version (non-commercial or otherwise) ?

Also what is the price of a commercial licence ?
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
User avatar
Brocan
Orc
Posts: 441
Joined: Tue Aug 01, 2006 1:43 am
Location: Spain!!
x 8

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Brocan »

Really great job!
Nodrev
Gremlin
Posts: 193
Joined: Fri Jan 25, 2008 6:55 pm
Location: Nantes / France
x 17

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Nodrev »

Very nice, those effect are stunning.
The commercial price is a good question, the other I would have is about any OpenGL compatibility, or does your technology is d3d compliant only?
And if this OpenGL friendly, do you plan to support MacOs or Linux (at least the runtimes)?
User avatar
HHVFx
Gnoblar
Posts: 22
Joined: Mon Oct 17, 2011 1:29 pm
x 20

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by HHVFx »

Hi ! thanks for the kind replies,

Mind Calamity> actually, we decided to release the plugin free for non-commercial _and_ commercial use to the ogre community. it'll be made available in the upcoming weeks.
note that it's a release in binary form, you won't have full access to the real runtime HH-Fx SDK, only to the ogre plugin interface. but that should be sufficient for most uses.

for the full HH-Fx SDK, game-console runtimes, or full-sources SDK, we don't publicly disclose the pricing, it is discussed on a per-client basis. (and you must of course be a registered console developer to have access to the runtime SDKs for consoles)


Nodrev> yes it is also OpenGL compliant.
about mac/linux: The editor is built around WPF, so it is unlikely we'll take the leap to making a mac or linux version anytime soon. (The middleware is aimed primarily at professional game studios, and all our clients are almost exclusively windows-based)
However, we have old experimental builds of the runtime for linux and MacOs, and it's planned to officially support MacOs as a runtime target in the near future.
Alexiss
Halfling
Posts: 74
Joined: Wed Aug 10, 2011 2:11 pm
x 11

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Alexiss »

Wow, excellent.

I'm really looking forward to playing with HHFX !
Out of curiosity, is there any specific reason you chose to make an Ogre plugin ?
User avatar
HHVFx
Gnoblar
Posts: 22
Joined: Mon Oct 17, 2011 1:29 pm
x 20

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by HHVFx »

Well, we want to make our middleware available to indies.
The ogre community is large and active, so it was our primary choice. (although we're probably going to add support for other engines in the future).
User avatar
boyamer
Orc
Posts: 459
Joined: Sat Jan 24, 2009 11:16 am
Location: Italy
x 6

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by boyamer »

Very nice job, downloaded and tested.

Congrats
User avatar
Jabberwocky
OGRE Moderator
OGRE Moderator
Posts: 2819
Joined: Mon Mar 05, 2007 11:17 pm
Location: Canada
x 218
Contact:

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Jabberwocky »

That looks pro! Awesome job.
The Cursed Crusade is an amazing showcase for your work too.
Thanks for the Ogre port! :)
Image
User avatar
ahmedismaiel
OGRE Contributor
OGRE Contributor
Posts: 217
Joined: Wed Jan 25, 2006 11:16 pm
Location: Redmond,WA

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by ahmedismaiel »

first of all ,awesome!!!!
since i couldn't get any sense from the stats how much tris are being used for each effect and from i saw it felt like there is some post (screen space) processing too.can you give some details about the post processing if any and what is the polycount for the blast effect
User avatar
Zonder
Ogre Magi
Posts: 1168
Joined: Mon Aug 04, 2008 7:51 pm
Location: Manchester - England
x 73

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Zonder »

Really nice slick effects, great piece of work.

I hope this makes it to the MOGRE world as well
There are 10 types of people in the world: Those who understand binary, and those who don't...
User avatar
HHVFx
Gnoblar
Posts: 22
Joined: Mon Oct 17, 2011 1:29 pm
x 20

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by HHVFx »

ahmedismaiel> yes, there is a distortion post-Fx going on.
for most effects (except a few sparks in the fire effect), you can simply multiply the particle count by two to get the triangle count :)
so that would be around ~26 000 tris for the first screenshot, ~14 700 for the second one, and 1 400 and 2 200 for the last two.

the batch count is pretty low, and does not depend on the number of instances of the effect that are spawned. There is typically one batch per particle layer, for instance, in the screenshot of the fire effect, there are only 4 draw calls:
one for the smoke, one for the fire, one for the sparks, and one for the sprites for the distortion effect (hard to see in the demo or screenshot).
User avatar
tod
Troll
Posts: 1394
Joined: Wed Aug 02, 2006 9:41 am
Location: Bucharest
x 94
Contact:

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by tod »

Great effects! I can't wait to use this! :mrgreen:
User avatar
m2codeGEN
Halfling
Posts: 52
Joined: Tue Apr 26, 2011 9:13 am
Location: Russia, Tver
x 2

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by m2codeGEN »

That's good! Our team thinking about ParticleUniverse replacement. Let's wait for your SDK
Yati
Greenskin
Posts: 115
Joined: Thu Jun 09, 2011 5:41 am
Location: Melbourne, Australia
x 5

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Yati »

(O_o) (o_O)

Looks so good!

Can't wait to play with this.
maxdelphi
Gnoblar
Posts: 21
Joined: Mon Feb 20, 2012 3:34 pm

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by maxdelphi »

woow!!, i like ur work hhfx's team, really u r pro :O, and thanks for "free use for non commercial and commercial for ogre" :D, i can recomend u do a DONATE button there :)

thanks..
Yati
Greenskin
Posts: 115
Joined: Thu Jun 09, 2011 5:41 am
Location: Melbourne, Australia
x 5

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Yati »

The demo works in release.

I'm trying to build the demo in Debug build mode but it keeps crashing on line 216 in BaseApplication.cpp:

Code: Select all

mRoot = new Ogre::Root(mPluginsCfg);
I also tried making my own little test-bed application using the standard project created by the Ogre Application wizard.
In Debug mode an exception is thrown at the line:

Code: Select all

IHHFXOgre* fx = static_cast<IHHFXOgre*>(mRoot->getMovableObjectFactory("HHFXFactory")->createInstance("HHFX", mSceneMgr));
The exception is:
ItemIdentityException
MovableObjectFactory of type HHFXFactory does not exist in Root::getMovableObjectFactory

Then I looked at the ogre log and found this:

Code: Select all

13:30:24: Loading library .\Plugin_HellHeavenFX_d
13:30:24: Installing plugin: HeavenFX      
13:30:24:             Z¤»   ðF       
13:30:24: MovableObjectFactory for type 'Factory       ' registered.
13:30:24: Plugin successfully installed
In release it initializes properly.

I'm using Ogre 1.7.4, by the way.

Did anyone else manage to get it working in their own app or in debug?
noorus
Halfling
Posts: 75
Joined: Wed Apr 20, 2011 9:55 pm
Location: Helsinki, Finland
x 3

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by noorus »

This looks really good, and making it free to the Ogre community is the sweetest thing :)
Demo ran perfectly, have to check out the editor later. Kudos!
Creator of Nice Input Library, for your advanced input needs.
Image
User avatar
HHVFx
Gnoblar
Posts: 22
Joined: Mon Oct 17, 2011 1:29 pm
x 20

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by HHVFx »

FIRST POST UPDATED

Hello !

Thanks all for the comments.
We have just released a new plugin's version, the SDK is now officialy out with a sample project.
First post is edited with new links/screenshots.

HHFxOgreSDK_2012-06-18

ps: It will work in debug now Yati :)
Blender+C++
Gremlin
Posts: 171
Joined: Tue Jan 03, 2012 1:38 am
Location: Brazil
x 3

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Blender+C++ »

WOW Superb!!
we appreciate the release for the ogre community, i think it just makes ogre even more powerful!
thx guys i loved it!!!!
all the best,
Romulo Romero
ScreenOfDeath
Kobold
Posts: 36
Joined: Wed Feb 01, 2012 2:38 pm
Location: Germany
x 2

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by ScreenOfDeath »

Hi HHVFx,


I guess I speak for everyone here: THANK YOU VERY MUCH FOR THIS FREE PLUGIN TO YOUR GREAT SOFTWARE!

I don´t have any words for this present you have made to us.

Back to topic:

I really need the new version of your plugin, complied against Ogre 1.8 - because I want to use your great software in my game project.
If you will add a donate button, I would share some bucks to you, and I´m pretty sure that other people will do it too.

I finally added this plugin to my game engine, but it didn´t work yet, because your plugin is compiled against Ogre 1.74 -
and after creating a effect ( doesn´t mader which one ) it always crashs in mRoot->renderOneFrame() - it also crashs in your sample application, if I compile it against Ogre 1.8.

So I hope you will compile it against Ogre 1.8 soon, you dont need to make a doc first, please release the updated version :D

Regards.
LBDude
Gnome
Posts: 389
Joined: Mon Jul 26, 2010 10:53 pm
x 22

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by LBDude »

WOW thank you so much. Your team is awesome. I will check it out for sure. I'm wondering when is the 1.8 sdk gonna be released, no hurry or anything.
My blog here.
Game twitter here
User avatar
HHVFx
Gnoblar
Posts: 22
Joined: Mon Oct 17, 2011 1:29 pm
x 20

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by HHVFx »

NEW VERSION OUT - SEE FIRST POST

Hello !

Thank you for your cool comments, it really motivates us, so here is the good news:
we just built the plugin with the latest Ogre version, the first post is edited with new links :D

Have fun and let us know if you have any trouble ! :)
User avatar
m2codeGEN
Halfling
Posts: 52
Joined: Tue Apr 26, 2011 9:13 am
Location: Russia, Tver
x 2

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by m2codeGEN »

It is pleasant to see that you make build for new stable Ogre release.
However I had some problems in case integration your SDK.

1. We use vc 2005 sp1 (your SDK include only vc2010 build)
2. We use custom Ogre 3D build (double precision, single threaded, nedmalloc, don`t use boost), but your build have it`s own Ogre build. Future more interface class from your SDK inherit Ogre::MovableObject
3. We use OpenGL rendering subsystem (You have build only DX9 rendering subsystem).
User avatar
Mind Calamity
Ogre Magi
Posts: 1255
Joined: Sat Dec 25, 2010 2:55 pm
Location: Macedonia
x 81

Re: [Particle Effects] HellHeavenFX Ogre Plugin

Post by Mind Calamity »

m2codeGEN wrote:It is pleasant to see that you make build for new stable Ogre release.
However I had some problems in case integration your SDK.

1. We use vc 2005 sp1 (your SDK include only vc2010 build)
2. We use custom Ogre 3D build (double precision, single threaded, nedmalloc, don`t use boost), but your build have it`s own Ogre build. Future more interface class from your SDK inherit Ogre::MovableObject
3. We use OpenGL rendering subsystem (You have build only DX9 rendering subsystem).
Well unless you buy the runtime, you can't compile your own version. I highly doubt that the HHFX team has the time to compile it for all of our builds.
BitBucket username changed to iboshkov (from MindCalamity)
Do you need help? What have you tried?
- xavier
---------------------
HkOgre - a Havok Integration for OGRE | Simple SSAO | My Blog | My YouTube | My DeviantArt
Post Reply